Special Children Powers List

NOTES:

Saving Throw

Most harmful powers allow an affected target a saving throw to avoid some or all of the effect. Each power lists which saving throw type applies. The DC for a saving throw to resist a power is 10 + the power’s level + the psionic character’s key ability modifier. The terms used to define the various types of saving throws and results are the same as for spells.

Power Resistance

Power resistance is a special defensive ability that protects against psionic powers. Save DCs are flat and based on Power Level.

Psi Power Cost

Level 1 - 3 Power Points
Level 2 - 6 Power Points
Level 3 - 9 Power Points
Level 4 - 12 Power Points
Level 5 - 15 Power Points

The Special Children Powers list is different from the standard Psionic/Psychic Powers List. These powers are not easily achieved, nor may they be taught. They are also categorized different and have different Power Point costs.

Currently, the only individual with access to this list is Constance.

Special Children Points

As powers are taken, please keep track of these points on a separate list. They are for the GM, but I'll need to know the point total if I ask.

*Buying Powers*

These powers may only be bought with a secondary XP Pool. The GM will discuss the pool with Constance and how this XP is earned.

*ONLY ONE SPECIAL CHILDREN POWER TYPE MAY BE MANIFESTED AT A TIME* An effect may be ended on your round, during your turn and a new one manifested, but no simultaneous effects of the same type. If a previous effect is still up, then the new power will not manifest.


Command (Mind Control) - Verbal - TYPE: MENTAL
Level
XP Cost
Power Point Cost Per Use
Special Children Points
Description
Misc. Notes
1
1,000XP
3
1
Display: Audible; Manifestation Time: 1 round; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: 1 round

The psychic can give a simple verbal command up to 1 round worth of words. The target gets a Will Save, DC 10. If the command is harmful to the target then the Will Save is DC 7. The target will remember the command, the person issuing the command and the action after the event.

2
2,000XP
6
2
Display: Audible; Manifestation Time: rounds equal to command length up to 2; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: 4 rounds

The psychic can give a simple verbal command up to 2 round worth of words. The target gets a Will Save, DC 12. If the command is harmful to the target then the Will Save is DC 9. The target stands a 70% chance of remembering the command, the person issuing the command and the action after the event.

3
3,000XP
9
3
Display: Audible; Manifestation Time: rounds equal to command length up to 3; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: 8 rounds

The psychic can give a simple verbal command up to 3 round worth of words. The target gets a Will Save, DC 15. If the command is harmful to the target then the Will Save is DC 12. The target stands a 50% chance of remembering the command, the person issuing the command and the action after the event.

4
4,000XP
12
4
Display: Audible; Manifestation Time: rounds equal to command length up to 4; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: 16 rounds

The psychic can give a simple verbal command up to 4 round worth of words. The target gets a Will Save, DC 20. If the command is harmful to the target then the Will Save is DC 15. The target stands a 30% chance of remembering the command, the person issuing the command and the action after the event.

5
10,000XP
15
5
Display: Audible; Manifestation Time: rounds equal to command length up to 5; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: 32 rounds

The psychic can give a simple verbal command up to 5 round worth of words. The target gets a Will Save, DC 25. If the command is harmful to the target then the Will Save is DC 20. The target stands a 10% chance of remembering the command, the person issuing the command and the action after the event.



Death Touch - TYPE: PHYSICAL
Level
XP Cost
Power Point Cost Per Use
Special Children Points
Description
Misc. Notes
1
1,000XP
3
2
Display: Visual; Manifestation Time: 1 round; Target: Touch; Duration: Instantaneous

On a successful touch attack, the target must make a Fortitude Save, DC 8, or die instantly. This is a Save or Die effect. The target must be a living being with a beating heart. Otherwise, the power has no effect. Creatures of a higher ECL than the Psychic gain a +2 per level bonus to their save. If the target succeeds the Save or Die DC, they may not be targeted with it again for 10 rounds. If they Critically Succeed the Save, they may not be targeted again for 1 week.

2
2,000XP
6
4
Display: Visual; Manifestation Time: 1 round; Target: Touch; Duration: Instantaneous

On a successful touch attack, the target must make a Fortitude Save, DC 10, or die instantly. This is a Save or Die effect. The target must be a living being with a beating heart. Otherwise, the power has no effect. Creatures of a higher ECL than the Psychic gain a +2 per level bonus to their save. If the target succeeds the Save or Die DC, they may not be targeted with it again for 10 rounds. If they Critically Succeed the Save, they may not be targeted again for 1 week.

3
3,000XP
9
6
Display: Visual; Manifestation Time: 1 round; Target: Touch; Duration: Instantaneous

On a successful touch attack, the target must make a Fortitude Save, DC 15, or die instantly. This is a Save or Die effect. The target must be a living being with a beating heart. Otherwise, the power has no effect. Creatures of a higher ECL than the Psychic gain a +2 per level bonus to their save. If the target succeeds the Save or Die DC, they may not be targeted with it again for 10 rounds. If they Critically Succeed the Save, they may not be targeted again for 1 week.

4
4,000XP
12
8
Display: Visual; Manifestation Time: 1 round; Target: Touch; Duration: Instantaneous

On a successful touch attack, the target must make a Fortitude Save, DC 20, or die instantly. This is a Save or Die effect. The target must be a living being with a beating heart. Otherwise, the power has no effect. Creatures of a higher ECL than the Psychic gain a +2 per level bonus to their save. If the target succeeds the Save or Die DC, they may not be targeted with it again for 10 rounds. If they Critically Succeed the Save, they may not be targeted again for 1 week.

5
10,000XP
15
10
Display: Visual; Manifestation Time: 1 round; Target: Touch; Duration: Instantaneous

On a successful touch attack, the target must make a Fortitude Save, DC 25, or die instantly. This is a Save or Die effect. The target must be a living being with a beating heart. Otherwise, the power has no effect. Creatures of a higher ECL than the Psychic gain a +2 per level bonus to their save. If the target succeeds the Save or Die DC, they may not be targeted with it again for 10 rounds. If they Critically Succeed the Save, they may not be targeted again for 1 week.



Electrokinesis - TYPE: ELEMENTAL
Level
XP Cost
Power Point Cost Per Use
Special Children Points
Description
Misc. Notes
1
1,000XP
3
1
Display: Visual; Manifestation Time: 1 round; Target: See Text; Duration: 1 round

The Psychic may create electricity. It manifests as blue-ish purple. It acts as normal electricity but it will not harm the psychic. Items in the environment impacted by electricity will be impacted normally. While manifesting this power the psychic will have Electricity Resistance 2 from normal electricity and Immunity from psychic electricity. The electricity can do 1d4.
Damage: 1d4
2
2,000XP
6
2
Display: Visual; Manifestation Time: 1 round; Target: See Text; Duration: 2 rounds

The Psychic may create electricity. It manifests as blue-ish purple. It acts as normal electricity but it will not harm the psychic. Items in the environment impacted by electricity will be impacted normally. While manifesting this power the psychic will have Electricity Resistance 4 from normal electricity and Immunity from psychic electricity. The electricity can do 1d6.


The psychic electricity may be stopped by the psychic before the rounds are up, but the psychic must pay the proper power points to reactivate the power, if needed.
Damage: 1d6
3
3,000XP
9
3
Display: Visual; Manifestation Time: 1 round; Target: See Text; Duration: 4 rounds

The Psychic may create electricity. It manifests as blue-ish purple. It acts as normal electricity but it will not harm the psychic. Items in the environment impacted by electricity will be impacted normally. While manifesting this power the psychic will have Electricity Resistance 6 from normal electricity and Immunity from psychic electricity. The electricity can do 1d8.


The psychic electricity may be stopped by the psychic before the rounds are up, but the psychic must pay the proper power points to reactivate the power, if needed.
Damage: 1d8
4
4,000XP
12
4
Display: Visual; Manifestation Time: 1 round; Target: See Text; Duration: 6 rounds

The Psychic may create electricity. It manifests as blue-ish purple. It acts as normal electricity but it will not harm the psychic. Items in the environment impacted by electricity will be impacted normally. While manifesting this power the psychic will have Electricity Resistance 10 from normal electricity and Immunity from psychic electricity. The electricity can do 1d8 and can be shot as a cone. The electricity originates at the psychic's hand and extending outward in a cone 30' long. This is a ranged attack action that may be done the round following the manifestation of the power at this level.

The psychic electricity may be stopped by the psychic before the rounds are up, but the psychic must pay the proper power points to reactivate the power, if needed.
Damage: 1d10
5
10,000XP
15
5
Display: Visual; Manifestation Time: 1 round; Target: See Text; Duration: 6 rounds

The Psychic may create electricity. It manifests as blue-ish purple. It acts as normal electricity but it will not harm the psychic. Items in the environment impacted by electricity will be impacted normally. While manifesting this power the psychic will have Electricity Resistance 20 from normal electricity and Immunity from psychic electricity. The electricity can do 2d10 and can be shot as a cone. The electricity originates at the psychic's hand and extending outward in a cone 60' long. This is a ranged attack action that may be done the round following the manifestation of the power at this level.

The psychic electricity may be stopped by the psychic before the rounds are up, but the psychic must pay the proper power points to reactivate the power, if needed.
Damage: 2d10


Telekinesis - TYPE: MENTAL / PHYSICAL
Level
XP Cost
Power Point Cost Per Use
Special Children Points
Description
Misc. Notes

1
1,000XP
3
1
Placeholder

2
2,000XP
6
2
Placeholder

3
3,000XP
9
2
Placeholder

4
4,000XP
12
2
Placeholder

5
10,000XP
15
3
Placeholder



Psychic Strength - TYPE: PHYSICAL

Level

XP Cost

Power Point Cost Per Use

Special Children Points

Description
Misc. Notes
1
1,000XP
3
1
Display: Visual; Manifestation Time: 1 round; Target: Personal; Duration: 2 rounds.
The psychic can give themselves increased strength for a certain duration. The psychics Strength Score is increased by 1. This is temporary and their strength goes back to normal after the duration ends. Repeated use without rest can have side effects.

2
2,000XP
6
2
Display: Visual; Manifestation Time: 1 round; Target: Personal; Duration: 6 rounds.
The psychic can give themselves increased strength for a certain duration. The psychics Strength Score is increased by 2. This is temporary and their strength goes back to normal after the duration ends. Repeated use without rest can have side effects.

3
3,000XP
9
3
Display: Visual; Manifestation Time: 1 round; Target: Personal; Duration: 10 rounds.
The psychic can give themselves increased strength for a certain duration. The psychics Strength Score is increased by 4. This is temporary and their strength goes back to normal after the duration ends. Repeated use without rest can have side effects.

4
4,000XP
12
4
Display: Visual; Manifestation Time: 1 round; Target: Personal; Duration: 15 rounds.
The psychic can give themselves increased strength for a certain duration. The psychics Strength Score is increased by 6. This is temporary and their strength goes back to normal after the duration ends. Repeated use without rest can have side effects.

5
10,000XP
15
5
Display: Visual; Manifestation Time: 1 round; Target: Personal; Duration: 30 rounds.
The psychic can give themselves increased strength for a certain duration. The psychics Strength Score is increased by 10. This is temporary and their strength goes back to normal after the duration ends. Repeated use without rest can have side effects.


Pyrokinesis - TYPE: ELEMENTAL
Level
XP Cost
Power Point Cost Per Use
Special Children Points
Description
Misc. Notes
1
1,000XP
3
1
Display: Visual; Manifestation Time: 1 round; Target: See Text; Duration: 1 round

The Psychic may create a palm sized flame. It is blue psychic flame. It acts as normal fire but it will not harm the psychic. Items in the environment will catch fire normally. While manifesting this power the psychic will have Fire Resistance 2 from normal flame and Immunity from psychic flame. This fire can do 1d4.
Damage: 1d4
2
2,000XP
6
2
Display: Visual; Manifestation Time: 1 round; Target: See Text; Duration: 2 rounds

The Psychic may create a flame around their arms. It is blue psychic flame. It acts as normal fire but it will not harm the psychic. Items in the environment will catch fire normally. While manifesting this power the psychic will have Fire Resistance 4 from normal flame and Immunity from psychic flame. This fire can do 1d6.

The psychic flame may be extinguished by the psychic before the rounds are up, but the psychic must pay the proper power points to reactivate the power, if needed.
Damage: 1d6
3
3,000XP
9
3
Display: Visual; Manifestation Time: 1 round; Target: See Text; Duration: 4 rounds

The Psychic may create flame that engulfs their entire body. It is blue psychic flame. It acts as normal fire but it will not harm the psychic. Items in the environment will catch fire normally. While manifesting this power the psychic will have Fire Resistance 6 from normal flame and Immunity from psychic flame. This fire can do 1d8.

The psychic flame may be extinguished by the psychic before the rounds are up, but the psychic must pay the proper power points to reactivate the power, if needed.
Damage: 1d8
4
4,000XP
12
4
Display: Visual; Manifestation Time: 1 round; Target: See Text; Duration: 6 rounds

The Psychic may create flame that engulfs their entire body. It is blue psychic flame. It acts as normal fire would but it will not harm the psychic. Items in the environment will catch fire normally. While manifesting this power the psychic will have Fire Resistance 10 from normal flame and Immunity from psychic flame. This fire can do 1d10 and can be shot as a cone. The flame originates at the psychic's hand and extending outward in a cone 30' long. This is a ranged attack action that may be done the round following the manifestation of the power at this level.

The psychic flame may be extinguished by the psychic before the rounds are up, but the psychic must pay the proper power points to reactivate the power, if needed.
Damage: 1d10
5
10,000XP
15
5
Display: Visual; Manifestation Time: 1 round; Target: See Text; Duration: 10 rounds

The Psychic may create flame that engulfs their entire body. It is blue psychic flame. It acts as normal fire would but it will not harm the psychic. Items in the environment will catch fire normally. While manifesting this power the psychic will have Fire Resistance 20 from normal flame and Immunity from psychic flame. This fire can do 2d10 and can be shot as a cone, if the psychic wishes. The flame originates at the psychic's hand and extending outward in a cone 60' long. This is a ranged attack action that may be done the round following the manifestation of the power at this level.

The psychic flame may be extinguished by the psychic before the rounds are up, but the psychic must pay the proper power points to reactivate the power, if needed.
Damage: 2d10

Demon Blood Powers


Demon Destruction
Level
XP Cost
Power Point Cost Per Use
Special Children Points
Description
Misc. Notes
1
1,000XP
3
1
Display: Visual; Manifestation Time: 1 round; Target: Close (25 ft.); Duration: 1 round

The Demon makes a Will Save, DC 8 or is paralyzed for the duration.

2
2,000XP
4
2
Display: Visual; Manifestation Time: 1 round; Target: Close (25 ft.); Duration: 1 round

The Demon makes a Will Save, DC 12 or is paralyzed for the duration.
This power may be maintained at it's level for it's power point cost each round. Each round the demon takes damage to it's soul of 5 points.

3
3,000XP
6
3
Display: Visual; Manifestation Time: 1 round; Target: Close (25 ft.); Duration: 1 round

The Demon makes a Will Save, DC 16 or is paralyzed for the duration.
This power may be maintained at it's level for it's power point cost each round. Each round the demon takes damage to it's soul of 10 points.The demonic entity will start to be pulled out of the host body and be destroyed if it takes enough damage.

4
4,000XP
8
4
Display: Visual; Manifestation Time: 1 round; Target: Close (25 ft.); Duration: 1 round

The Demon makes a Will Save, DC 20 or is paralyzed for the duration.
This power may be maintained at it's level for it's power point cost each round. Each round the demon takes damage to it's soul of 20 points. The demonic entity will start to be pulled out of the host body and be destroyed if it takes enough damage.

5
5,000XP
10
5
Display: Visual; Manifestation Time: 1 round; Target: Close (25 ft.); Duration: 1 round

The Demon makes a Will Save, DC 30 or is paralyzed for the duration. This power may be maintained at it's level for it's power point cost each round. Each round the demon takes damage to it's soul of 30 points. The demonic entity will start to be pulled out of the host body and be destroyed if it takes enough damage.